封面
市场调查报告书
商品编码
1563233

云端Gaming的演进

Evolution of the Cloud Gaming Market - Is the Future of Cloud Gaming in Bundles?

出版日期: | 出版商: IDATE | 英文 47 Pages | 商品交期: 最快1-2个工作天内

价格

本报告探讨了云端游戏的演变,并全面概述了云端游戏这一云端运算领域中充满希望的领域。然而,云端游戏市场很复杂,对于无法掌握它的公司来说会带来重大的财务风险。

虽然很多公司正在进入云端游戏领域,但也有一些公司在几次失败后退出,我们也在研究这些失败的原因。我们分析了云端游戏的未来可用性、其作为收入来源的潜力以及其作为其他服务补充的独特作用。它提供了整个云端游戏生态系统的鸟瞰图,分析了关键参与者采用的各种策略以及各种可能的用例。我们也关注这些进入者建立的合作关係。

目录

第1章 摘要

第2章 云端游戏定义和背景

  • 云端游戏所扮演的角色
  • 云端游戏供应商:随选游戏平台
  • 云端游戏供应商:遥控平台
  • 云端游戏供应商:B2B云端游戏解决方案
  • 週边设备
  • 云端游戏的分析(优点·缺点)
  • 对象者
  • 云端游戏市场主要加入企业
  • 电玩游戏市场
  • Google Stadia的失败

第3章 云端游戏供应商的使用案例

  • Xcloud(Microsoft)
  • GeForce Now(Nvidia)
  • PlayStationPlus(SONY)
  • Runa(Amazon)
  • Netflix的案例
  • Pleio(Bouygues Teleco)
  • antosutorimu
  • 其他的云端游戏配销商
  • 市场定位

第4章 伙伴关係

  • 云端游戏的未来是捆绑吗?
  • 微软与苹果
  • 通讯业者
  • 智慧电视供应商

第5章 有益的技术创新

  • 边缘运算
  • 5G对云端游戏来说重要的技术性催化剂
  • 开放式闸道器API
  • Wifi 7来到

第6章 市场预测

  • 对云端游戏服务的订阅
  • 云端游戏市场世界的价值

第7章 关于IDATE

Product Code: M00130

This report provides a comprehensive overview of cloud gaming, a promising area within the cloud computing sector. However, the cloud gaming market is complex and carries significant economic risks for those who do not master it.

    • It examines the reasons why many companies are entering the cloud gaming sector, while others are leaving after several failures. It also examines the reasons for these failures.
    • It analyses the possible future uses of cloud gaming, determining its potential as a source of revenue or its exclusive role as a complement to other offerings.
    • Looking at the cloud gaming ecosystem as a whole, the report analyses the different strategies adopted by the main players, as well as the various possible use cases. It also highlights the partnerships established by these players.
    • It identifies the challenges and limitations of this technology, providing an overview of future issues for companies. It analyses the new technologies to come, the players involved, and the possibilities for changing cloud gaming trends with the introduction of these technologies and the potential they offer.

Table of Contents

1. Summary

2. Definition and context of cloud gaming

  • 2.1. The role of cloud gaming
  • 2.2. Cloud games providers: On-demand games platforms
  • 2.3 Cloud game providers: Remote platform
  • 2.4. Cloud gaming providers: B2B cloud gaming solutions
  • 2.5. Peripherals
  • 2.6. Analysis of cloud gaming (positive points / negative points)
  • 2.7. The target audience
  • 2.8. Key players in the cloud gaming market
  • 2.9. The video game market
  • 2.10. The failure of Google Stadia

3. Use cases for cloud gaming providers

  • 3.1 Xcloud (Microsoft)
  • 3.2 GeForce Now (Nvidia)
  • 3.3. Playstation Plus (SONY)
  • 3.4. Luna (Amazon)
  • 3.5. The Netflix case
  • 3.6. Pleio (Bouygues Telecom)
  • 3.7. Antstream
  • 3.8. Other cloud gaming distributors
  • 3.9. Market positioning

4. Partnerships

  • 4.1. Does the future of cloud gaming lie in bundles?
  • 4.2 Microsoft versus Apple
  • 4.3. Telecommunications operators
  • 4.4. Smart TV Suppliers

5. Beneficial technological innovations

  • 5.1. Edge Computing
  • 5.2. 5G is a key technological catalyst for cloud gaming
  • 5.3. Open Gateway APIs
  • 5.4. The arrival of Wifi 7

6. Market forecasts

  • 6.1. Subscriptions to Cloud Gaming services
  • 6.2. Global value of the Cloud Gaming market

7. About IDATE

List of Tables

2. Definition and context of cloud gaming

    • Cloud gaming providers: On-demand gaming platforms
    • Cloud gaming providers: Remote platform
    • Cloud gaming providers: B2B cloud gaming solutions
    • Cloud gaming value chain
    • Number of players worldwide in millions by region
    • World video game market in billions of euros by segment
    • Largest companies by revenue in the video games market in 2024 in billions of EUR

3. Use cases for cloud gaming providers

    • List of other cloud gaming providers
    • Market position of cloud gaming providers

4. Partnerships

    • List of the major partnerships between telecommunications operators and cloud gaming providers

5. Beneficial technological innovations

    • Global revenues from Edge computing, 2021-2030 (in billions of EUR)
    • Global 5G subscriptions by use case 2023-2028 (billion), Share of 5G subscriptions in total subscriptions, 2023-2028 (%)
    • Wifi generation speed in Mb/s

6. Market forecasts

    • Regional breakdown of cloud gaming subscribers worldwide, 2023-2030 in %
    • Number of Cloud Gaming subscribers worldwide in millions
    • Breakdown of global cloud gaming market value, 2023-2030 in %
    • Global value of the Cloud Gaming market in billions of euros, 2023-2030